struct Light
{
	float4 direction;
	float4 colour;
	float4 ambient;
	float4 position;
	float4 attenuation;
	float2 pad1;
	float range;
	int enabled;
};

//--------------------------------------------------------------------------------------
// Constant Buffer Variables
//--------------------------------------------------------------------------------------
cbuffer ConstantBuffer : register( b0 )
{
	float4 TEST;
	matrix World;
	matrix View;
	matrix Projection;
	matrix LightViewMatrix;
	matrix LightProjMatrix;
	Light light[3];
	float4 OutputColour;
	float2 TexturePositionOne;
	float2 TexturePositionTwo;
	float3 CameraPosition;
}
//--------------------------------------------------------------------------------------
struct VS_INPUT // = PS_INPUT
{
    float4 Pos : POSITION;
    float2 TexCoord : TEXCOORD0;
	float3 Normal : NORMAL0;
	float3 Tangent : TANGENT;
	float3 Binormal : BINORMAL;
};

struct PS_INPUT
{
	float4 Pos : SV_POSITION;
	float2 TexCoord : TEXCOORD0;
	float3 Normal : NORMAL0;
	float4 CloudPosition : TEXCOORD1;
	float3 Tangent : TANGENT;
	float3 Binormal : BINORMAL;
};


Texture2D ObjTexture : register( t0 ); // cloud texture
Texture2D ObjTexture2 : register( t1 ); // alpha map
SamplerState ObjSamplerState : register( s0 );

//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS(VS_INPUT input)
{
    PS_INPUT output = (PS_INPUT)0;

	input.Pos.w = 1.0f;
    output.Pos = mul( input.Pos, World );
    output.Pos = mul( output.Pos, View );
    output.Pos = mul( output.Pos, Projection );
	
	output.Normal = mul(input.Normal, World);
	
    output.TexCoord = input.TexCoord;
	output.CloudPosition = input.Pos;

    return output;
}


//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS(PS_INPUT input) : SV_Target
{
	float height = input.CloudPosition.y;
	float4 finalColour = 1;
	float2 newTranslationCoords = input.TexCoord + TexturePositionOne;
	float4 cloudTex = ObjTexture.Sample(ObjSamplerState, newTranslationCoords);

	if (height < 0.0f)
	{
		height = 0.0f;
	}

	finalColour *= cloudTex;

	return finalColour;
}